Future is Bright Phase 3 Released

Does this happen with shadowmap to?

I’ve stated it only works with Future lighting in the message.

Oh okay, I think this was caused by the optimization’s…not quite sure

Another shadow-related bug: updating Camera.FieldOfView causes visible shadow stuttering. This issue is reproducible on both ShadowMap and Future lighting.


I’m unsure if there is any way to fix this, but it is a very visible bug, especially for games like ours that rely on animating the Camera’s FieldOfView when a player sprints/walks.

Code & place file used to reproduce the above

FOVShadowBug.rbxl (31.6 KB)

The below code is simply ran in the command bar.

local RunService = game:GetService("RunService")

local Camera = workspace.CurrentCamera
local CurrentFOV = Camera.FieldOfView

for n = -30, 30 do
    CurrentFOV += 0.05 * math.sign(n) 
    Camera.FieldOfView = CurrentFOV
    RunService.RenderStepped:Wait()
end

cc. @vrtblox

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thanks, we’ll see what can be done with this

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I have encountered a bug with Future lighting. It occurs both in studio and in-game. I am not sure if this has been reported.

When you try to duplicate a light (Either SpotLight or PointLight) with Shadows enabled, the dupe light doesn’t seem to have any shadows. Trying to move the light and placing it in the same position again causes the shadows of the light to glitch. Also trying to adjust the settings slightly and back to normal causes the light to not even appear. This doesn’t happen to SurfaceLights somehow.

Keep in mind, both the glass and the small black part has CastShadow disabled. There are no very close parts blocking the light.

No dupe:


With dupe:

Dupe light after moving it a bit and back to the original position:

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:confused: A bit upset over the “Shadow cast” being disabled whilst “Future Lighting” technology is enabled!

Shadow map:

Future Lighting:

A good way to save performance, but I rather much prefer “Shadow cast” enabled on any Lighting Technology.
Hope we get the option to disable and enable shadow cast on Decorations in the future! :slight_smile:

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It’s called Ambient Occusion, Roblox uses an AO called HBAO, or Horizon Based Ambient Occlusion. Roblox still has it enabled on Future lighting, but the strength is toned down to where it’s barely visible. This is to save on resources but it’s toned down a lot that it’s barely visible and a lot of objects now lack depth.

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The lighting is probably baked lol

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Not trying to say ROBLOX’s engine is advanced or anything but for them to get anywhere near this level would require them to rewrite their graphics.

I’m assuming this because I remember seeing somewhere that ROBLOX’s team pointed out that they can barely roll out updates to the website because of how old it is.

I agree with you though, ROBLOX’s graphics engine is pretty bad compared to a lot of games, and might even be the worse. Who knows?

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Yeah, I figured that out shortly after, but it’s still SUPER strange that Roblox doesn’t have baked lighting, when from what you can see it can be used to great lengths with perfect FPS.

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Roblox’s Graphics engine is pretty dog water compared to others, if we had the ability to change the screen’s pixels and make our own post processing effects, then the graphics could be A LOT better.

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because baked lighting is a texture and it would probably cause a lot of strain to download all that data. However I do think it would be smart to perform client baking when loading

If basically an android strapped to your head can load close to an entire game full with baked lights, then Roblox can 100% do it, of course if they don’t mess it up like they did with the reflections

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The difference is these are pre-downloaded games, the pre braked lighting and such are downloaded when you initially install. With Roblox, you have to load the entire game every time you play, not just once when you install.

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fake caustics are cool

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How. That looks like something that the hellreaver devs would make.

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I don’t think phase 4 is coming out, to everyone who think it is. I remember seeing somewhere one of the staff saying that FIB3 will be the last phase for roblox lighting.

While it might still have lighting updates, tweaks and fixes, it’ll be where roblox stands permanently or atleast for a while.

I’ll update y’all if I find anything!

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EnvMaps (cubemap reflections) are said to be the first step to FiB 4, which is Global Illumination as stated on the EnvMap announcement. Though I have no idea how roblox will ever make performant GI in the future, I think its safe to say that we won’t get anything for the next few years.

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Isn’t hellreaver an FPS? I don’t understand what that has to do with this.

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